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Gamesguy

Second Lieutenant
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Apr 23, 2007
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http://steamcommunity.com/sharedfiles/filedetails/?id=687150723

This is a multiplayer focused combat balance and bug fix mod. I generally tried not to deviate too much from vanilla whilst rebalancing the modules. Let me know if you have any bugs/suggestions. :)

============================================================================
Bug Fixes
============================================================================
- Fixed combat computer rate of fire and damage bonuses to actually work.
Bug described here: https://forum.paradoxplaza.com/forum/index.php?threads/1-0-3-48f6-ship-damage-rate-of-fire-and-range-bonuses-do-not-work.936392/

- Fixed level 2, 3, 4 sensors, fleet academy, and navigator's guild accuracy bug. They no longer give 100% accuracy to all weapons. Instead, each level will confer a 3% accuracy bonus.
Bug described here: https://forum.paradoxplaza.com/forum/index.php?threads/sensor-bonuses-to-hit-are-bugged-off-by-a-factor-of-100.934087/

-Fixed Strikecraft(scouts, fighters, and bombers) having a ridiculously short engagement range. They will now launch and attack from much further away.
Bug described here: https://forum.paradoxplaza.com/forum/index.php?threads/1-0-2-fc5e-strike-craft-engagement-range.933542/#post-21214967

============================================================================
Component Changes
============================================================================

- Rebalanced all projectile weapons to have the same accuracy as their energy weapon counterparts.
In general projectile weapons have the second highest dps(strikecraft is highest) in the game but has no special properties such as armor penetration.
Autocannon damage increased by 20% across the board. Though large autocannons are still somewhat poor...will need to be monitored.

- Rebalanced and fixed strikecraft.
Fighters are tough and rebuild fast, but have comparatively lower damage.
Bombers have a massive DPS potential, but rebuild slower and are more fragile.
Space amoeba bomber changed from a tier 3 bomber to a tier 2 heavy bomber(more hp less dmg).

- Rebalanced missiles.
Torpedoes have the highest damage, shield penetration, and the longest range, but are the slowest and easiest to counter.
Conventional missiles have slightly less DPS and range, but are significantly harder to shoot down.
Swarmers have significantly lower DPS, but are very difficult to shoot down.

- Shields Improved. Power requirement reduced by half, HP bonus increased by 20%.
Shield recharge module regen rate increased by 20%.

- Point defense reworked. Range increased from 8 to 20/22/25, cooldown increased from 0.9 to 4. Damage increased to keep overall DPS the same.
PD is now significantly less effective against missiles with a good rate of fire. The upgrades are rather powerful, so don't neglect them. ;-)
Flak battery range increased from 20 to 40.

- Sensors range increased by 50% for all ships, 70% for all military stations.

- Corvette evasion rebalanced
Reduced engine(thrusters) evasion bonus from 10/20/30/40 to 10/17/24/31.
Increased engine(thrusters) speed bonus from 0/10/20/30 to 0/15/30/40.

Reduced defensive combat computer basic/advanced evasion bonus from 10/20 to 5/10.
Reduced aggressive combat computer basic/advanced rate of fire bonus from 10/20 to 5/10.
Reduced sentient combat computer evasion bonus from 15 to 10.
Reduced sentient combat computer rate of fire bonus from 20 to 10.
Reduced precognitive combat computer evasion bonus from 20 to 10.


- Particle/Tachyon lance armor penetration reduced from 100% to 50%. They made plasma weapons pointless.
Particle/Tachyon lance, Kinetic artillery accuracy reduced from 90% to 82%. With the rate of fire/dmg bug fixed battleships with these long range weapons were obliterating everything before they can get within range.
- Cloud lightning(the weapon researched from void clouds) accuracy increased from 70% to 90%. It remains a subpar weapon, but can be used to counter evasion.

============================================================================
Ship Changes
============================================================================
- Added hanger only sections to destroyers, cruisers, and battleships. Each can now carry a maximum of one, two, and six squadrons of strike craft respectively.

- Reduced evasion penalty on destroyers/cruisers from 25%/50% to 15%/40%.
- Removed battleship evasion. Increased battleship damage by 15%.

- Military stations(defense platforms/military station/fortress) improved.
Base hp increased by 100%/110%/120% to 4000/8400/17600, this bonus works on +HP modules as well.
Shield module hp increased by 125%.
Upkeep reduced from 175% to 75%.
Base cost for medium/large stations increased by 150/300 minerals.
Construction exclusion radius decreased.

============================================================================
Future changes
============================================================================
- Second pass strikecraft balance.
- Add influence cost to military stations. Anybody know how to do this? Every time I try it crashes the game.
 
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Update:

Fixed the combat computer RoF/Damage bug described here:
https://forum.paradoxplaza.com/forum/index.php?threads/1-0-3-48f6-ship-damage-rate-of-fire-and-range-bonuses-do-not-work.936392/

Removed innate range and weapon damage bonuses from ships and stations, they don't work and will not work until Paradox fixes the bug.

Station HP reworked.

Battleships 15% damage bonus actually work now.


Looks like we had some similar ideas for combat rebalance. How have your changes to ship classes been affecting fleet on fleet battles?

In general I find different fleet compositions are a lot more viable. There is no one "the best build" like there is with vanilla with corvettes and plasma. Larger ships, especially battleships, are actually very dangerous and worth their tech cost now. Likewise, defense is actually viable with the massive military station buffs.
 
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A quick update:

- Particle/Tachyon lance, Kinetic artillery accuracy reduced from 90% to 82%. With the rate of fire/dmg bug fixed battleships with these long range weapons were obliterating everything before they can get within range.

- Autocannon damage increased by 20% across the board. Though they are still somewhat poor...will need to be monitored.
 
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So that I don't repeat info, I also posted some tips for cleaning up your mod :
https://forum.paradoxplaza.com/forum/index.php?posts/21246899
(I was trying to work out why I have all these conflicts and see you guys use original game files names)

So the names of files in a folder doesn't matter? The game just adds all the files in a given folder together?

The main issue I can see with this method is conflicting mods that edit the same value would be much harder to detect. Rather than just throwing an error, the game would run the values of the last loaded mod and cause all sorts of problems.
 
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Added hanger only sections to destroyers, cruisers, and battleships. Each can now carry a maximum of one, two, and six squadrons of strike craft respectively.